mirror of https://github.com/axmolengine/axmol.git
1177 lines
47 KiB
Lua
1177 lines
47 KiB
Lua
require "OpenglConstants"
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require "Cocos2dConstants"
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local function OpenGLTestMainLayer()
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local kItemTagBasic = 1000
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local testCount = 16
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local maxCases = testCount
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local curCase = 0
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local accum = 0
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local labelBMFont = nil
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local size = CCDirector:sharedDirector():getWinSize()
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local curLayer = nil
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local schedulEntry = nil
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local function OrderCallbackMenu()
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local function backCallback()
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curCase = curCase - 1
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if curCase < 0 then
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curCase = curCase + maxCases
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end
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ShowCurrentTest()
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end
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local function restartCallback()
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ShowCurrentTest()
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end
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local function nextCallback()
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curCase = curCase + 1
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curCase = curCase % maxCases
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ShowCurrentTest()
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end
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local ordercallbackmenu = CCMenu:create()
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local size = CCDirector:sharedDirector():getWinSize()
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local item1 = CCMenuItemImage:create(s_pPathB1, s_pPathB2)
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item1:registerScriptTapHandler(backCallback)
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ordercallbackmenu:addChild(item1,kItemTagBasic)
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local item2 = CCMenuItemImage:create(s_pPathR1, s_pPathR2)
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item2:registerScriptTapHandler(restartCallback)
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ordercallbackmenu:addChild(item2,kItemTagBasic)
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local item3 = CCMenuItemImage:create(s_pPathF1, s_pPathF2)
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ordercallbackmenu:addChild(item3,kItemTagBasic)
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item3:registerScriptTapHandler(nextCallback)
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item1:setPosition(CCPointMake(size.width / 2 - item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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item2:setPosition(CCPointMake(size.width / 2, item2:getContentSize().height / 2))
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item3:setPosition(CCPointMake(size.width / 2 + item2:getContentSize().width * 2, item2:getContentSize().height / 2))
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ordercallbackmenu:setPosition(ccp(0, 0))
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return ordercallbackmenu
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end
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local function GetTitle()
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if 0 == curCase then
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return "Shader Retro Effect"
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elseif 1 == curCase then
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return "Shader Monjori Test"
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elseif 2 == curCase then
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return "Shader Mandelbrot Test"
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elseif 3 == curCase then
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return "Shader Heart Test"
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elseif 4 == curCase then
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return "Shader Plasma Test"
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elseif 5 == curCase then
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return "Shader Flower Test"
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elseif 6 == curCase then
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return "Shader Julia Test"
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elseif 7 == curCase then
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return "gl.getActive***"
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elseif 8 == curCase then
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return "TexImage2DTest"
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elseif 9 == curCase then
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return "GetSupportedExtensionsTest"
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elseif 10 == curCase then
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return "gl.ReadPixels()"
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elseif 11 == curCase then
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return "gl.clear(gl.COLOR_BUFFER_BIT)"
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elseif 12 == curCase then
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return "GLNode + WebGL API"
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elseif 13 == curCase then
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return "GLNode + cocos2d API"
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elseif 14 == curCase then
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return "GLTexParamterTest"
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elseif 15 == curCase then
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return "GLGetUniformTest"
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end
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end
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local function GetSubTitle()
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if 0 == curCase then
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return "Should see moving colors, and a sin effect on the letters"
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elseif 1 == curCase then
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return "Monjori plane deformations"
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elseif 2 == curCase then
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return "Mandelbrot shader with Zoom"
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elseif 3 == curCase then
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return "You should see a heart in the center"
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elseif 4 == curCase then
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return "You should see a plasma in the center"
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elseif 5 == curCase then
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return "You should see a moving Flower in the center"
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elseif 6 == curCase then
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return "You should see Julia effect"
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elseif 7 == curCase then
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return "Tests gl.getActiveUniform / getActiveAttrib. See console"
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elseif 8 == curCase then
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return "Testing Texture creation"
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elseif 9 == curCase then
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return "See console for the supported GL extensions"
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elseif 10 == curCase then
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return "Tests ReadPixels. See console"
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elseif 11 == curCase then
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return "Testing gl.clear() with cc.GLNode"
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elseif 12 == curCase then
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return "blue background with a red triangle in the middle"
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elseif 13 == curCase then
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return "blue background with a red triangle in the middle"
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elseif 14 == curCase then
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return "tests texParameter()"
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elseif 15 == curCase then
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return "tests texParameter()"
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end
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end
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local function InitTitle(layer)
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--Title
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local lableTitle = CCLabelTTF:create(GetTitle(), "Arial", 40)
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layer:addChild(lableTitle, 15)
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lableTitle:setPosition(ccp(size.width/2, size.height-32))
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lableTitle:setColor(ccc3(255,255,40))
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--SubTitle
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local subLabelTitle = CCLabelTTF:create(GetSubTitle(), "Thonburi", 16)
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layer:addChild(subLabelTitle, 15)
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subLabelTitle:setPosition(ccp(size.width/2, size.height-80))
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end
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local function updateRetroEffect(fTime)
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if nil == labelBMFont then
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return
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end
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accum = accum + fTime
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local children = labelBMFont:getChildren()
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if nil == children then
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return
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end
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local i = 0
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local len = children:count()
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for i= 0 ,len - 1 do
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local child = tolua.cast(children:objectAtIndex(i), "CCSprite")
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local oldPosX,oldPosY = child:getPosition()
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child:setPosition(oldPosX,math.sin(accum * 2 + i / 2.0) * 20)
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local scaleY = math.sin(accum * 2 + i / 2.0 + 0.707)
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child:setScaleY(scaleY)
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end
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end
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local function createShaderRetroEffect()
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local RetroEffectlayer = CCLayer:create()
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InitTitle(RetroEffectlayer)
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local program = CCGLProgram:create("Shaders/example_ColorBars.vsh", "Shaders/example_ColorBars.fsh")
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program:addAttribute(CCConstants.ATTRIBUTE_NAME_POSITION, CCConstants.VERTEX_ATTRIB_POSITION)
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program:addAttribute(CCConstants.ATTRIBUTE_NAME_TEX_COORD, CCConstants.VERTEX_ATTRIB_TEX_COORDS)
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program:link()
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program:updateUniforms()
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label = CCLabelBMFont:create("RETRO EFFECT","fonts/west_england-64.fnt")
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label:setShaderProgram( program )
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label:setPosition(size.width/2, size.height/2)
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RetroEffectlayer:addChild(label)
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labelBMFont = label
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RetroEffectlayer:scheduleUpdateWithPriorityLua(updateRetroEffect,0)
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return RetroEffectlayer
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end
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local function createShaderMajoriTest()
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local uniformCenter = 0
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local uniformResolution = 0
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local time = 0
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local squareVertexPositionBuffer = {}
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local majorLayer = CCLayer:create()
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InitTitle(majorLayer)
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--loadShaderVertex
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local shader = CCGLProgram:create("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh")
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shader:addAttribute("aVertex", CCConstants.VERTEX_ATTRIB_POSITION)
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shader:link()
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shader:updateUniforms()
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local program = shader:getProgram()
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local glNode = GLNode:create()
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glNode:setContentSize(CCSizeMake(256,256))
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glNode:setAnchorPoint(ccp(0.5, 0.5))
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uniformCenter = glNode:_getUniformLocation(program,"center")
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uniformResolution = glNode:_getUniformLocation( program, "resolution")
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glNode:setShaderProgram(shader)
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local function initBuffer()
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squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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local vertices = { 256,256,0,256,256,0,0,0}
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glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
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end
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local function updateMajori(fTime)
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time = time + fTime
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end
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local function majoriDraw()
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if nil ~= shader then
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shader:use()
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shader:setUniformsForBuiltins()
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--Uniforms
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shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
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shader:setUniformLocationWith2f( uniformResolution, 256, 256)
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glNode:glEnableVertexAttribs(CCConstants.VERTEX_ATTRIB_FLAG_POSITION)
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--Draw fullscreen Square
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
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glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
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end
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end
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initBuffer()
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majorLayer:scheduleUpdateWithPriorityLua(updateMajori,0)
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glNode:registerScriptDrawHandler(majoriDraw)
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time = 0
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majorLayer:addChild(glNode,-10)
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glNode:setPosition( size.width/2, size.height/2)
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return majorLayer
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end
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local function createShaderMandelbrotTest()
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local uniformCenter = 0
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local uniformResolution = 0
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local time = 0
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local squareVertexPositionBuffer = {}
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local mandelbrotLayer = CCLayer:create()
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InitTitle(mandelbrotLayer)
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--loadShaderVertex
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local shader = CCGLProgram:create("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh")
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shader:addAttribute("aVertex", 0)
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shader:link()
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shader:updateUniforms()
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local program = shader:getProgram()
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local glNode = GLNode:create()
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glNode:setContentSize(CCSizeMake(256,256))
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glNode:setAnchorPoint(ccp(0.5, 0.5))
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uniformCenter = glNode:_getUniformLocation(program,"center")
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uniformResolution = glNode:_getUniformLocation( program, "resolution")
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glNode:setShaderProgram(shader)
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local function initBuffer()
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squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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local vertices = { 256,256,0,256,256,0,0,0}
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glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
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end
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local function updateMandelbrot(fTime)
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time = time + fTime
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end
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local function mandelbrotDraw()
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if nil ~= shader then
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shader:use()
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shader:setUniformsForBuiltins()
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--Uniforms
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shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
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shader:setUniformLocationWith2f( uniformResolution, 256, 256)
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glNode:glEnableVertexAttribs(0x1)
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--Draw fullscreen Square
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
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glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
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end
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end
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initBuffer()
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mandelbrotLayer:scheduleUpdateWithPriorityLua(updateMandelbrot,0)
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glNode:registerScriptDrawHandler(mandelbrotDraw)
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time = 0
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mandelbrotLayer:addChild(glNode,-10)
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glNode:setPosition( size.width/2, size.height/2)
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return mandelbrotLayer
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end
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local function createShaderHeartTest()
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local uniformCenter = 0
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local uniformResolution = 0
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local time = 0
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local squareVertexPositionBuffer = {}
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local heartLayer = CCLayer:create()
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InitTitle(heartLayer)
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--loadShaderVertex
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local shader = CCGLProgram:create("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh")
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shader:addAttribute("aVertex", 0)
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shader:link()
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shader:updateUniforms()
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local program = shader:getProgram()
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local glNode = GLNode:create()
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glNode:setContentSize(CCSizeMake(256,256))
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glNode:setAnchorPoint(ccp(0.5, 0.5))
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uniformCenter = glNode:_getUniformLocation(program,"center")
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uniformResolution = glNode:_getUniformLocation( program, "resolution")
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glNode:setShaderProgram(shader)
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local function initBuffer()
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squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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local vertices = { 256,256,0,256,256,0,0,0}
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glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
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end
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local function updateHeart(fTime)
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time = time + fTime
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end
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local function heartDraw()
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if nil ~= shader then
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shader:use()
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shader:setUniformsForBuiltins()
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--Uniforms
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shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
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shader:setUniformLocationWith2f( uniformResolution, 256, 256)
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glNode:glEnableVertexAttribs(0x1)
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--Draw fullscreen Square
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
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glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
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end
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end
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initBuffer()
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heartLayer:scheduleUpdateWithPriorityLua(updateHeart,0)
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glNode:registerScriptDrawHandler(heartDraw)
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time = 0
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heartLayer:addChild(glNode,-10)
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glNode:setPosition( size.width/2, size.height/2)
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return heartLayer
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end
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local function createShaderPlasmaTest()
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local uniformCenter = 0
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local uniformResolution = 0
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local time = 0
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local squareVertexPositionBuffer = {}
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local plasmaLayer = CCLayer:create()
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InitTitle(plasmaLayer)
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--loadShaderVertex
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local shader = CCGLProgram:create("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh")
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shader:addAttribute("aVertex", 0)
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shader:link()
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shader:updateUniforms()
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local program = shader:getProgram()
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local glNode = GLNode:create()
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glNode:setContentSize(CCSizeMake(256,256))
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glNode:setAnchorPoint(ccp(0.5, 0.5))
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uniformCenter = glNode:_getUniformLocation(program,"center")
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uniformResolution = glNode:_getUniformLocation( program, "resolution")
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glNode:setShaderProgram(shader)
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local function initBuffer()
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squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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local vertices = { 256,256,0,256,256,0,0,0}
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glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
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end
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local function updatePlasma(fTime)
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time = time + fTime
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end
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local function plasmaDraw()
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if nil ~= shader then
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shader:use()
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shader:setUniformsForBuiltins()
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--Uniforms
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shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
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shader:setUniformLocationWith2f( uniformResolution, 256, 256)
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glNode:glEnableVertexAttribs(0x1)
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--Draw fullscreen Square
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
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glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
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end
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end
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initBuffer()
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plasmaLayer:scheduleUpdateWithPriorityLua(updatePlasma,0)
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glNode:registerScriptDrawHandler(plasmaDraw)
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time = 0
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plasmaLayer:addChild(glNode,-10)
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glNode:setPosition( size.width/2, size.height/2)
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return plasmaLayer
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end
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local function createShaderFlowerTest()
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local uniformCenter = 0
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local uniformResolution = 0
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local time = 0
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local squareVertexPositionBuffer = {}
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local flowerLayer = CCLayer:create()
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InitTitle(flowerLayer)
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--loadShaderVertex
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local shader = CCGLProgram:create("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh")
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shader:addAttribute("aVertex", 0)
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shader:link()
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shader:updateUniforms()
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local program = shader:getProgram()
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local glNode = GLNode:create()
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glNode:setContentSize(CCSizeMake(256,256))
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glNode:setAnchorPoint(ccp(0.5, 0.5))
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uniformCenter = glNode:_getUniformLocation(program,"center")
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uniformResolution = glNode:_getUniformLocation( program, "resolution")
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glNode:setShaderProgram(shader)
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local function initBuffer()
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squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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local vertices = { 256,256,0,256,256,0,0,0}
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glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
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end
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local function updateFlower(fTime)
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time = time + fTime
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end
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local function flowerDraw()
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if nil ~= shader then
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shader:use()
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shader:setUniformsForBuiltins()
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--Uniforms
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shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
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shader:setUniformLocationWith2f( uniformResolution, 256, 256)
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glNode:glEnableVertexAttribs(0x1)
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--Draw fullscreen Square
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
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glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
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glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
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glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
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end
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end
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initBuffer()
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flowerLayer:scheduleUpdateWithPriorityLua(updateFlower,0)
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glNode:registerScriptDrawHandler(flowerDraw)
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time = 0
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flowerLayer:addChild(glNode,-10)
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glNode:setPosition( size.width/2, size.height/2)
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return flowerLayer
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end
|
|
|
|
local function createShaderJuliaTest()
|
|
local uniformCenter = 0
|
|
local uniformResolution = 0
|
|
local time = 0
|
|
local squareVertexPositionBuffer = {}
|
|
local juliaLayer = CCLayer:create()
|
|
|
|
InitTitle(juliaLayer)
|
|
--loadShaderVertex
|
|
local shader = CCGLProgram:create("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh")
|
|
|
|
shader:addAttribute("aVertex", 0)
|
|
shader:link()
|
|
shader:updateUniforms()
|
|
|
|
local program = shader:getProgram()
|
|
|
|
local glNode = GLNode:create()
|
|
glNode:setContentSize(CCSizeMake(256,256))
|
|
glNode:setAnchorPoint(ccp(0.5, 0.5))
|
|
uniformCenter = glNode:_getUniformLocation(program,"center")
|
|
uniformResolution = glNode:_getUniformLocation( program, "resolution")
|
|
glNode:setShaderProgram(shader)
|
|
|
|
local function initBuffer()
|
|
squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
|
|
local vertices = { 256,256,0,256,256,0,0,0}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER,8,vertices,GLConstant.STATIC_DRAW)
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
|
|
end
|
|
|
|
local function updateJulia(fTime)
|
|
time = time + fTime
|
|
end
|
|
|
|
local function juliaDraw()
|
|
if nil ~= shader then
|
|
shader:use()
|
|
shader:setUniformsForBuiltins()
|
|
--Uniforms
|
|
shader:setUniformLocationWith2f( uniformCenter, size.width/2, size.height/2)
|
|
shader:setUniformLocationWith2f( uniformResolution, 256, 256)
|
|
|
|
glNode:glEnableVertexAttribs(0x1)
|
|
|
|
--Draw fullscreen Square
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,squareVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
|
|
glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
|
|
end
|
|
end
|
|
initBuffer()
|
|
juliaLayer:scheduleUpdateWithPriorityLua(updateJulia,0)
|
|
glNode:registerScriptDrawHandler(juliaDraw)
|
|
time = 0
|
|
juliaLayer:addChild(glNode,-10)
|
|
glNode:setPosition( size.width/2, size.height/2)
|
|
return juliaLayer
|
|
end
|
|
|
|
local function createGLGetActiveTest()
|
|
local glGetActiveLayer = CCLayer:create()
|
|
InitTitle(glGetActiveLayer)
|
|
local sprite = CCSprite:create("Images/grossini.png")
|
|
sprite:setPosition( size.width/2, size.height/2)
|
|
glGetActiveLayer:addChild(sprite)
|
|
local glNode = GLNode:create()
|
|
glGetActiveLayer:addChild(glNode,-10)
|
|
local scheduler = CCDirector:sharedDirector():getScheduler()
|
|
|
|
local function getCurrentResult()
|
|
local var = {}
|
|
local glProgam = tolua.cast(sprite:getShaderProgram(),"CCGLProgram")
|
|
if nil ~= glProgam then
|
|
local p = glProgam:getProgram()
|
|
local aaSize,aaType,aaName = glNode:_getActiveAttrib(p,0)
|
|
local strFmt = "size:"..aaSize.." type:"..aaType.." name:"..aaName
|
|
print(strFmt)
|
|
local auSize,auType,auName = glNode:_getActiveUniform(p,0)
|
|
strFmt = "size:"..auSize.." type:"..auType.." name:"..auName
|
|
print(strFmt)
|
|
local shadersTable = glNode:_getAttachedShaders(p)
|
|
if type(shadersTable) == "table" then
|
|
local count = table.getn(shadersTable)
|
|
local i = 1
|
|
strFmt = ""
|
|
for i=1, count do
|
|
strFmt = strFmt..shadersTable[i].." "
|
|
end
|
|
print(strFmt)
|
|
end
|
|
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
end
|
|
end
|
|
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
schedulEntry = scheduler:scheduleScriptFunc(getCurrentResult, 0.5, false)
|
|
|
|
return glGetActiveLayer
|
|
end
|
|
|
|
--Have problem
|
|
local function createTexImage2DTest()
|
|
local texture = {}
|
|
local squareVertexPositionBuffer = {}
|
|
local squareVertexTextureBuffer = {}
|
|
local texImage2dLayer = CCLayer:create()
|
|
InitTitle(texImage2dLayer)
|
|
local glNode = GLNode:create()
|
|
texImage2dLayer:addChild(glNode, 10)
|
|
glNode:setPosition(size.width/2, size.height/2)
|
|
glNode:setContentSize(CCSizeMake(128,128))
|
|
glNode:setAnchorPoint(ccp(0.5,0.5))
|
|
local shaderCache = CCShaderCache:getInstance()
|
|
local shader = shaderCache:getProgram("ShaderPositionTexture")
|
|
local function initGL()
|
|
texture.texture_id = glNode:_createTexture()
|
|
glNode:_bindTexture(GLConstant.TEXTURE_2D,texture.texture_id )
|
|
local pixels = {}
|
|
local i = 1
|
|
while i <= 4096 do
|
|
pixels[i] = math.floor(i / 4)
|
|
i = i + 1
|
|
pixels[i] = math.floor(i / 16)
|
|
i = i + 1
|
|
pixels[i] = math.floor(i / 8)
|
|
i = i + 1
|
|
pixels[i] = 255
|
|
i = i + 1
|
|
end
|
|
|
|
glNode:_texImage2D(GLConstant.TEXTURE_2D, 0, GLConstant.RGBA, 32, 32, 0, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, table.getn(pixels),pixels)
|
|
glNode:texParameteri(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MAG_FILTER, GLConstant.NEAREST)
|
|
glNode:texParameteri(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MIN_FILTER, GLConstant.NEAREST)
|
|
glNode:_bindTexture(GLConstant.TEXTURE_2D, 0)
|
|
|
|
--Square
|
|
squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
local vertices = { 128, 128, 0, 128, 128, 0, 0, 0 }
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER,table.getn(vertices),vertices,GLConstant.STATIC_DRAW)
|
|
|
|
squareVertexTextureBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexTextureBuffer.buffer_id)
|
|
local texcoords = { 1, 1, 0, 1, 1, 0, 0, 0 }
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER,table.getn(texcoords),texcoords,GLConstant.STATIC_DRAW)
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
|
|
end
|
|
|
|
local function TexImage2DDraw()
|
|
if nil ~= shader then
|
|
shader:use()
|
|
shader:setUniformsForBuiltins()
|
|
|
|
glNode:_bindTexture(GLConstant.TEXTURE_2D, texture.texture_id)
|
|
glNode:glEnableVertexAttribs(CCConstants.VERTEX_ATTRIB_FLAG_TEX_COORDS or CCConstants.VERTEX_ATTRIB_FLAG_POSITION)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION,2,GLConstant.FLOAT,false,0,0)
|
|
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexTextureBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_TEX_COORDS,2,GLConstant.FLOAT,false,0,0)
|
|
|
|
glNode:drawArrays(GLConstant.TRIANGLE_STRIP,0,4)
|
|
|
|
glNode:_bindTexture(GLConstant.TEXTURE_2D,0)
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER,0)
|
|
end
|
|
end
|
|
|
|
initGL()
|
|
glNode:registerScriptDrawHandler(TexImage2DDraw)
|
|
return texImage2dLayer
|
|
end
|
|
|
|
local function CreateSupportedExtensionsLayer()
|
|
local extensionsLayer = CCLayer:create()
|
|
InitTitle(extensionsLayer)
|
|
local glNode = GLNode:create()
|
|
extensionsLayer:addChild(glNode,-10)
|
|
local supportExtensions = glNode:getSupportedExtensions()
|
|
if type(supportExtensions) ~= "table" then
|
|
print("error:return value not table")
|
|
return
|
|
end
|
|
local count = table.getn(supportExtensions)
|
|
local i = 1
|
|
for i=1,count do
|
|
print(supportExtensions[i])
|
|
end
|
|
|
|
return extensionsLayer
|
|
end
|
|
|
|
local function CreateReadPixelsTest()
|
|
local readPixelsLayer = CCLayer:create()
|
|
InitTitle(readPixelsLayer)
|
|
local glNode = GLNode:create()
|
|
readPixelsLayer:addChild(glNode,-10)
|
|
|
|
local x = size.width
|
|
local y = size.height
|
|
|
|
local blue = CCLayerColor:create(ccc4(0, 0, 255, 255))
|
|
local red = CCLayerColor:create(ccc4(255, 0, 0, 255))
|
|
local green = CCLayerColor:create(ccc4(0, 255, 0, 255))
|
|
local white = CCLayerColor:create(ccc4(255, 255, 255, 255))
|
|
|
|
blue:setScale(0.5)
|
|
blue:setPosition(-x / 4, -y / 4)
|
|
|
|
red:setScale(0.5)
|
|
red:setPosition(x / 4, -y / 4)
|
|
|
|
green:setScale(0.5)
|
|
green:setPosition(-x / 4, y / 4)
|
|
|
|
white:setScale(0.5)
|
|
white:setPosition(x / 4, y / 4)
|
|
|
|
readPixelsLayer:addChild(blue,10)
|
|
readPixelsLayer:addChild(white,11)
|
|
readPixelsLayer:addChild(green,12)
|
|
readPixelsLayer:addChild(red,13)
|
|
|
|
local scheduler = CCDirector:sharedDirector():getScheduler()
|
|
|
|
local function getCurrentResult()
|
|
local x = size.width
|
|
local y = size.height
|
|
|
|
local pixelCount = 4
|
|
local i = 1
|
|
local strFmt = ""
|
|
--blue
|
|
local bPixels = glNode:readPixels(0, 0, 1, 1, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, pixelCount)
|
|
for i=1,pixelCount do
|
|
local strTmp = string.format("%d:%d ",i,bPixels[i])
|
|
strFmt = strFmt .. strTmp
|
|
end
|
|
print(strFmt)
|
|
strFmt = ""
|
|
--red
|
|
local rPixels = glNode:readPixels(x-1, 0, 1, 1, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, pixelCount)
|
|
for i=1,pixelCount do
|
|
local strTmp = string.format("%d:%d ",i,rPixels[i])
|
|
strFmt = strFmt .. strTmp
|
|
end
|
|
print(strFmt)
|
|
strFmt = ""
|
|
--green
|
|
local gPixels = glNode:readPixels(0, y-1, 1, 1, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, pixelCount)
|
|
for i=1,pixelCount do
|
|
local strTmp = string.format("%d:%d ",i,gPixels[i])
|
|
strFmt = strFmt .. strTmp
|
|
end
|
|
print(strFmt)
|
|
strFmt = ""
|
|
--white
|
|
local wPixels = glNode:readPixels(x-1, y-1, 1, 1, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, pixelCount)
|
|
for i=1,pixelCount do
|
|
local strTmp = string.format("%d:%d ",i,wPixels[i])
|
|
strFmt = strFmt .. strTmp
|
|
end
|
|
print(strFmt)
|
|
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
end
|
|
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
|
|
schedulEntry = scheduler:scheduleScriptFunc(getCurrentResult, 0.5, false)
|
|
|
|
return readPixelsLayer
|
|
end
|
|
|
|
local function createClearTest()
|
|
local clearLayer = CCLayer:create()
|
|
InitTitle(clearLayer)
|
|
|
|
local blue = CCLayerColor:create(ccc4(0, 0, 255, 255))
|
|
clearLayer:addChild( blue, 1 )
|
|
|
|
local glNode = GLNode:create()
|
|
clearLayer:addChild(glNode,10)
|
|
--glNode:init()
|
|
local scheduler = CCDirector:sharedDirector():getScheduler()
|
|
|
|
local function clearDraw()
|
|
glNode:clear(GLConstant.COLOR_BUFFER_BIT)
|
|
end
|
|
|
|
local function getCurrentResult()
|
|
|
|
local pixels = glNode:readPixels(math.floor(size.width/2), math.floor(size.height/2), 1, 1, GLConstant.RGBA, GLConstant.UNSIGNED_BYTE, 4)
|
|
local strFmt = ""
|
|
for i=1,4 do
|
|
local strTmp = string.format("%d:%d ",i,pixels[i])
|
|
strFmt = strFmt .. strTmp
|
|
end
|
|
print(strFmt)
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
end
|
|
glNode:setPosition( size.width/2, size.height/2 )
|
|
glNode:registerScriptDrawHandler(clearDraw)
|
|
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
|
|
schedulEntry = scheduler:scheduleScriptFunc(getCurrentResult, 0.5, false)
|
|
return clearLayer
|
|
end
|
|
|
|
local function createNodeWebGLAPITest()
|
|
local nodeWebGLAPILayer = CCLayer:create()
|
|
InitTitle(nodeWebGLAPILayer)
|
|
local glNode = GLNode:create()
|
|
nodeWebGLAPILayer:addChild(glNode,10)
|
|
local shaderProgram = {}
|
|
local triangleVertexPositionBuffer = {}
|
|
local triangleVertexColorBuffer = {}
|
|
local squareVertexPositionBuffer = {}
|
|
local squareVertexColorBuffer = {}
|
|
local pMatrix = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}
|
|
local mvMatrix = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}
|
|
|
|
local vsh = "\n".."attribute vec3 aVertexPosition;\n".."attribute vec4 aVertexColor;\n"..
|
|
"uniform mat4 uMVMatrix;\n".."uniform mat4 uPMatrix;\n".."varying vec4 vColor;\n"..
|
|
"void main(void) {\n".." gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\n".." vColor = aVertexColor;\n"..
|
|
"}\n"
|
|
|
|
local fsh = "\n"..
|
|
"#ifdef GL_ES\n"..
|
|
"precision mediump float;\n"..
|
|
"#endif\n"..
|
|
"varying vec4 vColor;\n"..
|
|
"void main(void) {\n"..
|
|
" gl_FragColor = vColor;\n"..
|
|
"}\n"
|
|
|
|
local function compileShader(source,type)
|
|
local shader
|
|
if type == "fragment" then
|
|
shader = glNode:_createShader(GLConstant.FRAGMENT_SHADER)
|
|
else
|
|
shader = glNode:_createShader(GLConstant.VERTEX_SHADER)
|
|
end
|
|
glNode:_shaderSource(shader,source)
|
|
glNode:_compileShader(shader)
|
|
local ret = glNode:_getShaderParameter(shader,GLConstant.COMPILE_STATUS)
|
|
if not ret then
|
|
--throw
|
|
print("Could not compile "..type.." shader")
|
|
end
|
|
return shader
|
|
end
|
|
|
|
local function initBuffers()
|
|
triangleVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexPositionBuffer.buffer_id)
|
|
local vertices = {
|
|
0.0, 1.0, 0.0,
|
|
-1.0, -1.0, 0.0,
|
|
1.0, -1.0, 0.0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, 9, vertices,GLConstant.STATIC_DRAW)
|
|
triangleVertexPositionBuffer.itemSize = 3
|
|
triangleVertexPositionBuffer.numItems = 3
|
|
|
|
triangleVertexColorBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexColorBuffer.buffer_id)
|
|
local colors = {
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, 12, colors , GLConstant.STATIC_DRAW)
|
|
triangleVertexColorBuffer.itemSize = 4
|
|
triangleVertexColorBuffer.numItems = 3
|
|
|
|
squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
vertices = {
|
|
1.0, 1.0, 0.0,
|
|
-1.0, 1.0, 0.0,
|
|
1.0, -1.0, 0.0,
|
|
-1.0, -1.0, 0.0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, 12, vertices,GLConstant.STATIC_DRAW)
|
|
squareVertexPositionBuffer.itemSize = 3
|
|
squareVertexPositionBuffer.numItems = 4
|
|
|
|
squareVertexColorBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexColorBuffer.buffer_id)
|
|
colors = {
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, 16,colors, GLConstant.STATIC_DRAW)
|
|
squareVertexColorBuffer.itemSize = 4
|
|
squareVertexColorBuffer.numItems = 4
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
|
|
end
|
|
|
|
local function setMatrixUniforms()
|
|
glNode:uniformMatrix4fv(shaderProgram.pMatrixUniform,false,table.getn(pMatrix), pMatrix)
|
|
glNode:uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,table.getn(mvMatrix),mvMatrix)
|
|
end
|
|
|
|
local function nodeWebGLDraw()
|
|
glNode:_useProgram(shaderProgram.program_id)
|
|
glNode:uniformMatrix4fv(shaderProgram.pMatrixUniform,false,table.getn(pMatrix),pMatrix)
|
|
glNode:uniformMatrix4fv(shaderProgram.mvMatrixUniform,false,table.getn(mvMatrix),mvMatrix)
|
|
|
|
glNode:enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
|
|
glNode:enableVertexAttribArray(shaderProgram.vertexColorAttribute)
|
|
|
|
--Draw
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexColorBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
setMatrixUniforms()
|
|
|
|
glNode:drawArrays(GLConstant.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems)
|
|
|
|
--DrawArray
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexColorBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:drawArrays(GLConstant.TRIANGLES, 0, triangleVertexPositionBuffer.numItems)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
|
|
end
|
|
|
|
local fshader = compileShader(fsh, 'fragment')
|
|
local vshader = compileShader(vsh, 'vertex')
|
|
shaderProgram.program_id = glNode:_createProgram()
|
|
glNode:_attachShader(shaderProgram.program_id,vshader)
|
|
glNode:_attachShader(shaderProgram.program_id,fshader)
|
|
glNode:_linkProgram(shaderProgram.program_id)
|
|
if not glNode:_getProgramParameter(shaderProgram.program_id, GLConstant.LINK_STATUS) then
|
|
--throw
|
|
print("Could not initialise shaders")
|
|
end
|
|
glNode:_useProgram(shaderProgram.program_id)
|
|
|
|
shaderProgram.vertexPositionAttribute = glNode:_getAttribLocation(shaderProgram.program_id,"aVertexPosition")
|
|
glNode:enableVertexAttribArray(shaderProgram.vertexPositionAttribute)
|
|
|
|
shaderProgram.vertexColorAttribute = glNode:_getAttribLocation(shaderProgram.program_id,"aVertexColor")
|
|
glNode:enableVertexAttribArray(shaderProgram.vertexColorAttribute)
|
|
|
|
shaderProgram.pMatrixUniform = glNode:_getUniformLocation(shaderProgram.program_id, "uPMatrix")
|
|
shaderProgram.mvMatrixUniform = glNode:_getUniformLocation(shaderProgram.program_id, "uMVMatrix")
|
|
|
|
initBuffers()
|
|
|
|
glNode:registerScriptDrawHandler(nodeWebGLDraw)
|
|
|
|
return nodeWebGLAPILayer
|
|
end
|
|
|
|
local function createGLNodeCCAPITest()
|
|
local nodeCCAPILayer = CCLayer:create()
|
|
InitTitle(nodeCCAPILayer)
|
|
local glNode = GLNode:create()
|
|
nodeCCAPILayer:addChild(glNode,10)
|
|
local shader = CCShaderCache:getInstance():getProgram("ShaderPositionColor")
|
|
local triangleVertexPositionBuffer = {}
|
|
local triangleVertexColorBuffer = {}
|
|
local squareVertexPositionBuffer = {}
|
|
local squareVertexColorBuffer = {}
|
|
|
|
local function initBuffers()
|
|
triangleVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexPositionBuffer.buffer_id)
|
|
local vertices = {
|
|
size.width / 2, size.height,
|
|
0, 0,
|
|
size.width, 0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, table.getn(vertices), vertices, GLConstant.STATIC_DRAW)
|
|
|
|
triangleVertexColorBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexColorBuffer.buffer_id)
|
|
local colors = {
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0,
|
|
1.0, 0.0, 0.0, 1.0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, table.getn(colors),colors, GLConstant.STATIC_DRAW)
|
|
|
|
--Square
|
|
squareVertexPositionBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
vertices = {
|
|
size.width, size.height,
|
|
0, size.height,
|
|
size.width, 0,
|
|
0, 0
|
|
}
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, table.getn(vertices), vertices, GLConstant.STATIC_DRAW)
|
|
|
|
squareVertexColorBuffer.buffer_id = glNode:_createBuffer()
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexColorBuffer.buffer_id)
|
|
colors = {
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0,
|
|
0.0, 0.0, 1.0, 1.0
|
|
};
|
|
glNode:bufferData(GLConstant.ARRAY_BUFFER, table.getn(colors), colors, GLConstant.STATIC_DRAW)
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
|
|
end
|
|
|
|
local function GLNodeCCAPIDraw()
|
|
shader:use()
|
|
shader:setUniformsForBuiltins()
|
|
glNode:glEnableVertexAttribs(CCConstants.VERTEX_ATTRIB_FLAG_COLOR or CCConstants.VERTEX_ATTRIB_FLAG_POSITION)
|
|
|
|
--
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, squareVertexColorBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_COLOR, 4, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:drawArrays(GLConstant.TRIANGLE_STRIP, 0, 4)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexPositionBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, triangleVertexColorBuffer.buffer_id)
|
|
glNode:vertexAttribPointer(CCConstants.VERTEX_ATTRIB_COLOR, 4, GLConstant.FLOAT, false, 0, 0)
|
|
|
|
glNode:drawArrays(GLConstant.TRIANGLE_STRIP, 0, 3)
|
|
|
|
glNode:_bindBuffer(GLConstant.ARRAY_BUFFER, 0)
|
|
|
|
end
|
|
|
|
initBuffers()
|
|
glNode:registerScriptDrawHandler(GLNodeCCAPIDraw)
|
|
|
|
return nodeCCAPILayer
|
|
end
|
|
|
|
local function createGLTexParamterTest()
|
|
local glTexParamLayer = CCLayer:create()
|
|
InitTitle(glTexParamLayer)
|
|
local glNode = GLNode:create()
|
|
glTexParamLayer:addChild(glNode,10)
|
|
local function getTexValues()
|
|
glNode:_bindTexture(GLConstant.TEXTURE_2D, 0)
|
|
glNode:texParameteri(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MAG_FILTER, GLConstant.NEAREST)
|
|
glNode:texParameteri(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MIN_FILTER, GLConstant.NEAREST)
|
|
glNode:texParameteri( GLConstant.TEXTURE_2D, GLConstant.TEXTURE_WRAP_S, GLConstant.CLAMP_TO_EDGE )
|
|
glNode:texParameteri( GLConstant.TEXTURE_2D, GLConstant.TEXTURE_WRAP_S, GLConstant.CLAMP_TO_EDGE )
|
|
|
|
local mag = glNode:getTexParameter(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MAG_FILTER)
|
|
local min = glNode:getTexParameter(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_MIN_FILTER)
|
|
local w_s = glNode:getTexParameter(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_WRAP_S)
|
|
local w_t = glNode:getTexParameter(GLConstant.TEXTURE_2D, GLConstant.TEXTURE_WRAP_S)
|
|
local strFmt = string.format("%d %d %d %d",mag,min,w_s,w_t)
|
|
print(strFmt)
|
|
end
|
|
getTexValues()
|
|
return glTexParamLayer
|
|
end
|
|
|
|
local function createGetUniformTest()
|
|
local getUniformLayer = CCLayer:create()
|
|
InitTitle(getUniformLayer)
|
|
local glNode = GLNode:create()
|
|
getUniformLayer:addChild(glNode,10)
|
|
local pMatrix = {1,2,3,4, 4,3,2,1, 1,2,4,8, 1.1,1.2,1.3,1.4}
|
|
|
|
local function runTest()
|
|
local shader = CCShaderCache:getInstance():getProgram("ShaderPositionTextureColor")
|
|
local program = shader:getProgram()
|
|
|
|
shader:use()
|
|
|
|
local loc = glNode:_getUniformLocation( program, "CC_MVPMatrix")
|
|
|
|
glNode:uniformMatrix4fv(loc, false, table.getn(pMatrix), pMatrix)
|
|
|
|
local uniformTable = glNode:_getUniform( program, loc )
|
|
local count = table.getn(uniformTable)
|
|
local strFmt = ""
|
|
for i=1,count do
|
|
local strTmp = string.format("%d: %.16f ",i - 1, uniformTable[i])
|
|
strFmt = strFmt..strTmp
|
|
end
|
|
print(strFmt)
|
|
end
|
|
|
|
runTest()
|
|
|
|
return getUniformLayer
|
|
end
|
|
|
|
local function createLayerByCurCase(curCase)
|
|
if 0 == curCase then
|
|
return createShaderRetroEffect()
|
|
elseif 1 == curCase then
|
|
return createShaderMajoriTest()
|
|
elseif 2 == curCase then
|
|
return createShaderMandelbrotTest()
|
|
elseif 3 == curCase then
|
|
return createShaderHeartTest()
|
|
elseif 4 == curCase then
|
|
return createShaderPlasmaTest()
|
|
elseif 5 == curCase then
|
|
return createShaderFlowerTest()
|
|
elseif 6 == curCase then
|
|
return createShaderJuliaTest()
|
|
elseif 7 == curCase then
|
|
return createGLGetActiveTest()
|
|
elseif 8 == curCase then
|
|
return createTexImage2DTest()
|
|
elseif 9 == curCase then
|
|
return CreateSupportedExtensionsLayer()
|
|
elseif 10 == curCase then
|
|
return CreateReadPixelsTest()
|
|
elseif 11 == curCase then
|
|
return createClearTest()
|
|
elseif 12 == curCase then
|
|
return createNodeWebGLAPITest()
|
|
elseif 13 == curCase then
|
|
return createGLNodeCCAPITest()
|
|
elseif 14 == curCase then
|
|
return createGLTexParamterTest()
|
|
elseif 15 == curCase then
|
|
return createGetUniformTest()
|
|
end
|
|
end
|
|
|
|
function ShowCurrentTest()
|
|
local curScene = CCScene:create()
|
|
if nil ~= curScene then
|
|
if nil ~= curLayer then
|
|
local scheduler = CCDirector:sharedDirector():getScheduler()
|
|
if nil ~= schedulEntry then
|
|
scheduler:unscheduleScriptEntry(schedulEntry)
|
|
end
|
|
end
|
|
curLayer = createLayerByCurCase(curCase)
|
|
if nil ~= curLayer then
|
|
curScene:addChild(curLayer)
|
|
curLayer:addChild(OrderCallbackMenu(),15)
|
|
curScene:addChild(CreateBackMenuItem())
|
|
CCDirector:sharedDirector():replaceScene(curScene)
|
|
end
|
|
end
|
|
end
|
|
curLayer = createLayerByCurCase(curCase)
|
|
curLayer:addChild(OrderCallbackMenu(),15)
|
|
return curLayer
|
|
end
|
|
|
|
function OpenGLTestMain()
|
|
local scene = CCScene:create()
|
|
scene:addChild(OpenGLTestMainLayer())
|
|
scene:addChild(CreateBackMenuItem())
|
|
return scene
|
|
end
|